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Godot Version
4.7.2
Theme Interpretation
You are in a tower that is crumbling, your doom is imminent, you either find a way out or face it.
Wildcards Used
Left Wildcard
Go Spinny - Use the mouse wheel in your game
Middle Wildcard
Perspective Shift - Combine 2D and 3D elements in the same game
Right Wildcard
Tag Along - The player character has a companion
Source
no
Discord Username(s)
mikal_hrms and mythical_mystic_
GWJ Participation Level
1
Team Size
2
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
We loved the concept, it's a really cool game, the amount of work that went into this woah, unreal. And it's very entertaining to top, it took us a couple of runs to see it through hehe Amazing job!
The controls were really hard to manage, but really interesting game. Very Zelda! Nice work.
Very cool game, theme is perfect and it's a cool tribute to Zelda, the thing it could be better is in controls, it's very hard to control + the insane amount of information to process, I wish I could set mouse button to shoot the arrow, and I think the knight is kind of weak, how ould he deafeat the Evil King? hehe
Besides that, the scroll mehanic is very cool, congrats!
Thanks a lot for playing and for the feedback.
Oh the knight is a bit tired, against the Evil King he was moving like --spoilers-- the black knight in the end of the game.
But besides the jokes, yeah i didn't balance it well at the start, and it got worse as the levels went more complicated because godot path finding system (which i am unexperient with) + all the spinning made him pretty dumb at some points too lol.
I wanted to complain shooting arrows was to hard but being able to move projectiles while moving the tower was a nice mechanic that gave much more control. The idea is cool, the presentation is there, good job and congratulations
thanks!
And yeah the attack was a bit off by itself, partly a price that had to be paid for the retro vibes i wanted (though there would be ways to keep the vibe and avoid that, i couldn't come up with them), partly due to inexperience with working in 3d but keeping sprites 2d
That's smart
Thank you for all the fun - pretty nice writing too!
Thanks a lot for playing, i am glad that you enjoyed
Spinning mechanic was so cool and well implemented. I thought the way you used the 2D and 3D elements together for the puzzles was really original. Great retro vibes all round!
I am glad you enjoyed!
Zelda vibes
Absolutely love the main spinning mechanic of this game, the levels that played into that were super cool! I wish the player attack was a little better or friendly fire be disabled to compensate for the knight being pretty dumb. Would love to play an updated version that leans even further into some of the combat puzzles.
I am glad you enjoyed,
and thanks for the feedback. I didn't had much experience handling 3d hitboxes to get a 2d feel in this perspective, so the attacks did feel a bit off from what i wanted
Really neat idea and I liked the game play. I found the attack slightly frustrating to use but overall this was a lot of fun and a cool game
Thanks for playing my game
I tried making the attack feel good to use, but it can be a bit hard when you join all the 3d stuff with a style that is supposed to feel like those old school 2d zeldas, but thanks a lot for the feedback.
oh hey you have the exact same bug as my game, the first projectile makes the game lag for like 1 sec lol.
Very fun interpretation of the theme and the whole rotation thing works surprisingly well especially with the mouse wheel
The vibration might be too strong however ? adding a way to make it slightly less strong would be cool
the dialogues are fun tbh i didn't expect them to go on this long, kept me playing for a bit !
Thanks for playing my game
The bug is normally either due to particles or shaders taking in time to load and get buffered by the browser as the projectile spawns, there are a few solutions but i didn't really got to implementing them. One of them is spawning the projectiles during a loading screen under an overlay that still makes browser recognize them, so they get buffered and are ready to use when you actually use them, but tbh I actually forgot this was a problem lol.
Also thanks for the feedback on camera shake